Files
Pac-Man/src/systems/blinking.rs

64 lines
1.7 KiB
Rust

use bevy_ecs::{
component::Component,
entity::Entity,
query::{Has, With},
system::{Commands, Query, Res},
};
use crate::systems::{
components::{DeltaTime, Renderable},
Frozen, Hidden,
};
#[derive(Component, Debug)]
pub struct Blinking {
pub timer: f32,
pub interval: f32,
}
impl Blinking {
pub fn new(interval: f32) -> Self {
Self { timer: 0.0, interval }
}
}
/// Updates blinking entities by toggling their visibility at regular intervals.
///
/// This system manages entities that have both `Blinking` and `Renderable` components,
/// accumulating time and toggling visibility when the specified interval is reached.
#[allow(clippy::type_complexity)]
pub fn blinking_system(
mut commands: Commands,
time: Res<DeltaTime>,
mut query: Query<(Entity, &mut Blinking, Has<Hidden>, Has<Frozen>), With<Renderable>>,
) {
for (entity, mut blinking, hidden, frozen) in query.iter_mut() {
// If the entity is frozen, blinking is disabled and the entity is unhidden (if it was hidden)
if frozen {
if hidden {
commands.entity(entity).remove::<Hidden>();
}
continue;
}
// Increase the timer by the delta time
blinking.timer += time.0;
// If the timer is less than the interval, there's nothing to do yet
if blinking.timer < blinking.interval {
continue;
}
// Subtract the interval (allows for the timer to retain partial interval progress)
blinking.timer -= blinking.interval;
// Toggle the Hidden component
if hidden {
commands.entity(entity).remove::<Hidden>();
} else {
commands.entity(entity).insert(Hidden);
}
}
}